#include "CrossbowProjectileBase.h" #include "Net/UnrealNetwork.h" void ACrossbowProjectileBase::SetSimpleDamageComponent(UDamageComponent* Component) { } void ACrossbowProjectileBase::SetMainDamageComponent(UDamageComponent* Component) { } void ACrossbowProjectileBase::Server_HandleImpact_Implementation(const FHitResult& HitResult, const FVector& RelativeLocation) { } void ACrossbowProjectileBase::OnRep_OnlyTrailShown() { } void ACrossbowProjectileBase::OnRep_BansheePulseActive() { } bool ACrossbowProjectileBase::IsLocallyControlled() const { return false; } bool ACrossbowProjectileBase::GetSpecialArrowEquipped() const { return false; } float ACrossbowProjectileBase::GetScaledStatusEffectTime() const { return 0.0f; } void ACrossbowProjectileBase::ApplyDamageEffects(const FHitResult& HitResult, const FVector& RelativeLocation) { } void ACrossbowProjectileBase::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(ACrossbowProjectileBase, BansheePulseActive); DOREPLIFETIME(ACrossbowProjectileBase, OnlyTrailShown); } ACrossbowProjectileBase::ACrossbowProjectileBase() { this->StatusEffectTime = 0.00f; this->BansheePulseActive = false; this->MagneticComponent = NULL; this->RicochetComponent = NULL; this->BansheeComponent = NULL; this->BansheePulseComponent = NULL; this->BansheeComponentClass = NULL; this->RecallComponentClass = NULL; this->SpawnableStuckProjectile = NULL; this->OnDamageEffect = NULL; this->EffectApplication = ECrossbowEffectApplication::ToDefault; this->SelectionPriority = 0; this->CanEverBePickedUp = true; this->Penetrates = false; this->ImpactSound = NULL; this->IsASpecialProjectile = false; this->MainDamageComponent = NULL; this->SimpleDamageComponent = NULL; this->ProjectileMesh = NULL; this->KillTrailAfterTime = 3.00f; this->OnlyTrailShown = false; }